////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2009 Laurent Gomila (laurent.gom@gmail.com)
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
//    you must not claim that you wrote the original software.
//    If you use this software in a product, an acknowledgment
//    in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
//    and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////

#ifndef CASAENGINE_INPUT_H
#define CASAENGINE_INPUT_H


#include "LibrarySystemExport.h"
#include "NonCopyable.h"

#include "Window/Event.h"
#include "Window/WindowListener.h"


namespace CasaEngine
{
////////////////////////////////////////////////////////////
/// Input handles real-time input from keyboard and mouse.
/// Use it instead of events to handle continuous moves and more
/// game-friendly inputs
////////////////////////////////////////////////////////////
class LIBRARY_SYSTEM_EXPORT Input : public WindowListener, NonCopyable
{
public :

    ////////////////////////////////////////////////////////////
    /// Default constructor
    ///
    ////////////////////////////////////////////////////////////
    Input();

    ////////////////////////////////////////////////////////////
    /// Get the state of a key
    ///
    /// \param KeyCode : Key to check
    ///
    /// \return True if key is down, false if key is up
    ///
    ////////////////////////////////////////////////////////////
    bool IsKeyDown(Key::Code KeyCode) const;

    ////////////////////////////////////////////////////////////
    /// Get the state of a mouse button
    ///
    /// \param Button : Button to check
    ///
    /// \return True if button is down, false if button is up
    ///
    ////////////////////////////////////////////////////////////
    bool IsMouseButtonDown(Mouse::Button Button) const;

    ////////////////////////////////////////////////////////////
    /// Get the state of a joystick button
    ///
    /// \param JoyId :  Identifier of the joystick to check (0 or 1)
    /// \param Button : Button to check
    ///
    /// \return True if button is down, false if button is up
    ///
    ////////////////////////////////////////////////////////////
    bool IsJoystickButtonDown(unsigned int JoyId, unsigned int Button) const;

    ////////////////////////////////////////////////////////////
    /// Get the mouse X position
    ///
    /// \return Current mouse left position, relative to owner window
    ///
    ////////////////////////////////////////////////////////////
    int GetMouseX() const;

    ////////////////////////////////////////////////////////////
    /// Get the mouse Y position
    ///
    /// \return Current mouse top position, relative to owner window
    ///
    ////////////////////////////////////////////////////////////
    int GetMouseY() const;

	////////////////////////////////////////////////////////////
	/// Get the mouse X delta
	///
	/// \return Current mouse x delta
	///
	////////////////////////////////////////////////////////////
	int GetMouseDeltaX() const;

	////////////////////////////////////////////////////////////
	/// Get the mouse Y delta
	///
	/// \return Current mouse y delta
	///
	////////////////////////////////////////////////////////////
	int GetMouseDeltaY() const;

	////////////////////////////////////////////////////////////
	/// Get the mouse wheel delta
	///
	/// \return Current mouse wheel delta
	///
	////////////////////////////////////////////////////////////
	int GetMouseWheel() const;

    ////////////////////////////////////////////////////////////
    /// Get a joystick axis position
    ///
    /// \param JoyId : Identifier of the joystick to check (0 or 1)
    /// \param Axis :  Axis to get
    ///
    /// \return Current axis position, in the range [-100, 100] (except for POV, which is [0, 360])
    ///
    ////////////////////////////////////////////////////////////
    float GetJoystickAxis(unsigned int JoyId, Joy::Axis Axis) const;

	////////////////////////////////////////////////////////////
	/// Get a joystick axis position
	///
	/// \param keys_ : all keyboard key state (pointer to an array of bool[Key::Count])
	/// \param mouseButtons_ : all mouse button state (pointer to an array of bool[Mouse::ButtonCount])
	/// \param mouseX :  
	/// \param mouseY :  
	/// \param joystickButtons_ : all mouse joystick state (pointer to an array of bool[Joy::Count * Joy::ButtonCount])
	/// \param joystickAxis : all joystick axis value (pointer to an array of float[Joy::Count * Joy::AxisCount])
	///
	////////////////////////////////////////////////////////////
	void CopyAllSate(
		bool* keys_, 
		bool *mouseButtons_, int& mouseX, int& mouseY, int& mouseWheel,
		int& mouseDeltaX, int& mouseDeltaY,
		bool* joystickButtons_, float* joystickAxis) const;

	void ResetDelta();

private :

    ////////////////////////////////////////////////////////////
    /// /see WindowListener::OnEvent
    ///
    ////////////////////////////////////////////////////////////
    virtual void OnEvent(const SystemEvent& EventReceived);

    ////////////////////////////////////////////////////////////
    /// Reset all the states
    ///
    ////////////////////////////////////////////////////////////
    void ResetStates();
	
    ////////////////////////////////////////////////////////////
    // Member data
    ////////////////////////////////////////////////////////////
    bool  myKeys[Key::Count];                              ///< Array containing the state of all keyboard keys
    bool  myMouseButtons[Mouse::ButtonCount];              ///< Array containing the state of all mouse buttons
    int   myMouseX, myMouseDeltaX;                         ///< Mouse position on X
    int   myMouseY, myMouseDeltaY;                         ///< Mouse position on Y
	int   myMouseWheel;                                    ///< Mouse wheel delta
    bool  myJoystickButtons[Joy::Count][Joy::ButtonCount]; ///< Array containing the state of all joysticks buttons
    float myJoystickAxis[Joy::Count][Joy::AxisCount];      ///< Joysticks position on each axis
};

} // namespace CasaEngine


#endif // CASAENGINE_INPUT_H
